Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DerMeister

Pages: 1 ... 15 16 [17] 18 19 ... 33
241
DF Modding / Re: Plants growing things besides fruit?
« on: September 13, 2019, 06:39:07 am »
What if I want a tree to grow swords?
Remake elven growing trees?

242
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 13, 2019, 06:38:04 am »
Still trying to get my civ to die out in world-gen.

I tried:
 - Removing the baby and children tag. (ignored in worldgen)
 - Orientation that makes them asexual/homosexual. (ignored in worldgen)
 - Only male, only female or only genderless caste. (worldgen hangs in a loop, won't place civ)

Can't make their max-age super low, because they should still be playable in fort mode. Guess a weird workaround would be maxage:1 and a self-targetted interaction that adds AGELESS.

I just want a civ that gets no migrants, that's all. Argh, this was so easy in 34.11. ^^

(Dfhacks "hermit enable" could work, though also blocks all caravans, FBs, etc)

I've tried too. Best I could get was a single-site civ, but the only way it works is if it's mountains start biome only, dwarf fortress, and no settlement biomes. And sometimes the daft bastards don't get the memo and survive world gen despite the lack of other sites and small population.

You can set the pop caps in the d_init file to less than 7, which will also prevent migrant arrival, but for every civ, and you have to restart the game to change it.
For one site add just cave, like kobolds. One megabeast will kill them.

243
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 12, 2019, 09:23:14 am »
Only creatures with the [PET] token are tamable, civ has nothing to do with it - wild trolls would still be hostile.
Even if I add creature to civ pets by animal definition?

244
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 12, 2019, 05:32:35 am »
Is slow_learner tameable in fortress mode by civ with use_evil_animals?

underground evil slowlearner is a special case: https://dwarffortresswiki.org/index.php/DF2014:Creature_token#SLOW_LEARNER

"Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].Verify Used by a number of 'primitive' creatures (like ogres, giants and troglodytes) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of trolls."
So if I embark as goblins, can I tame wild trolls? Will wild trolls be agressive to my goblins?

245
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 12, 2019, 03:29:40 am »
Still trying to get my civ to die out in world-gen.

I tried:
 - Removing the baby and children tag. (ignored in worldgen)
 - Orientation that makes them asexual/homosexual. (ignored in worldgen)
 - Only male, only female or only genderless caste. (worldgen hangs in a loop, won't place civ)

Can't make their max-age super low, because they should still be playable in fort mode. Guess a weird workaround would be maxage:1 and a self-targetted interaction that adds AGELESS.

I just want a civ that gets no migrants, that's all. Argh, this was so easy in 34.11. ^^

(Dfhacks "hermit enable" could work, though also blocks all caravans, FBs, etc)
Make child age bigger than death age.

Is slow_learner tameable in fortress mode by civ with use_evil_animals?

246
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 11, 2019, 11:21:19 am »
If I play as goblin civ, can I tame wild trolls, ogres and other slow learners?

247
DF Modding / Re: Reclaiming non-dwarven sites
« on: September 11, 2019, 02:16:46 am »
i dont understand the question being asked.  Are you asking how to embark using dfhack?  or how to guarantee a mead hall is prebuilt on your map when you embark?  Or the best way to thrive with a mead hall prebuilt?

idgi


I did a public game wherein I embarked on a goblin tomb in a 1000 year old game with extinct dwarves.  Necromancers came to visit, and mummy curses were had.  Flooding of the hospital happened, and forgotten beast dust murdered half my fort.  And my framerate.  that died pretty hard too.  The goblins themselves also came by, at the end.  As did the humies.  Knights came to seek revenge on us when we murdered their vampire liaison.

For a game set in a version when randomly generated sieges didnt happen, I was pretty satisfied with the action.
I just want see buildings in sites when I embark on site.

248
DF Modding / Re: Reclaiming non-dwarven sites
« on: September 10, 2019, 01:23:49 pm »
Why do you sound like a kobold?
Beause you hear like a kobold.

249
DF Modding / Reclaiming non-dwarven sites
« on: September 10, 2019, 01:21:23 pm »
I vanilla game reclaiming work only for dwarf sites. With DFhack I can embark on territory of another sites or ruins. But when I choose position, I cannot choose directly place with buildings. I play in elf forest with their trees and trade place, but it is very rare. I never embark near mead hall. How do it?

250
DF Modding / Re: Different and interesting currency
« on: September 10, 2019, 11:15:15 am »
Technically, the currency values in Dwarf Fortress aren't some arbitrary numbers. The values of 1 for copper, 5 for silver, and 15 for gold are based on half the value of the given material's material multiplier (copper is 2x, silver is 10x, gold is 30x). Though this currency value is just the one used for Adventure Mode, in Fortress Mode coins get treated as an item rather than a form of currency: a stack of coins (created in batches of 500) are worth 10 x Material value. So for example, a single gold coin in fortress mode would be worth 10 x 30 / 500 = 0.6 dwarfbucks.

Just something to consider based on what mode you're making these changes for, not that currency really has to reflect the material's actual value (though as in real life, currency that's worth more as a material than what it economically represents usually gets used as a material instead :P)
If this is just half of material value, I will make new currency system based on material values.

251
DF Gameplay Questions / Taming trolls, ogres, hero harpies
« on: September 10, 2019, 02:33:26 am »
I a little mod raws to play as goblins. Can I tame ogre if embark in evil grassland? I embark with trolls, but if I find trolls in caverns, can I tame them? And can I tame beak dogs? If I add harpy, nightwing and blendec heroes, will this creatures be hostile on embark? How achieve their mercenaries?

252
DF Community Games & Stories / Re: Very special saved world
« on: September 10, 2019, 02:23:09 am »
Pardon my curiosity, what'll be this world for? If you're willing to share...

I'm guessing, a very specific fetish.

Seems like a tall order, friend. There are some tools for influencing the world a bit more than just randomly generating, but I don't think they can reach this without a significant amount of luck.
Probably, not so large amount of biomes in goblin settlements. But I want goblins with all this creatures.

253
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 08, 2019, 01:51:50 pm »
They'll develop skills normally except when under the influence of the intelligence removing interaction. Not sure what else you could mean regarding skills here...
After unintelligence period they have skills from period before interaction?

254
DF Modding / Different and interesting currency
« on: September 08, 2019, 01:51:15 am »
In vanilla entities not yet have economic. So their currency is primitive threemetallic system from bad RPG. I want make their own currency sistem for all entities. Humans will have their three metals, but not 1:5:15, they will have 1:29:493. Dwarves will have currency from a lot of metals and alloys. Elves will have amber currency and probably wood and pearls. Kobolds will have gem currency.

Any ideas?

255
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 08, 2019, 12:41:57 am »
An on-self only cleaning interaction that makes them unintelligent for a week or so once every six months or something. The remove intelligence tag should only last couple weeks or whatever time frame will be necessary, but a second attached component like a small attribute bonus can be added that lasts the full six or so months. If the interaction has cannot_target_if_already_affected, then they won't be eligible again until the longer syndrome effect times out. This way they can be occasionally milked, but spend most of their time working as normal. Not sure if there would be any other side effects to this. They'll probably cancel, but not suspend, any job they were working on whenever they used the interaction on themselves.
What about skills?

Pages: 1 ... 15 16 [17] 18 19 ... 33